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Level 59

1
The Witcher 3 Remastered
build
Published ·

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lvl
59
Lowest level for this build
Combat
19 pts
Muscle Memory

After a successful dodge or roll, your next 3 Fast Attacks performed in a row deal 30% additional damage.

Adrenaline Point gain: +3%

Strength Training

Fast attacks increase the next strong attack's damage by 30%.

Adrenaline Point gain: +2%

Three Strikes

The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.

Adrenaline Point gain: +1%

Undying

When Vitality reaches 0, consumes Adrenaline points immediately to restore 10% Vitality per point. Restores Vitality with bonus 33%. The effect can only be used once every 30 seconds.

Adrenaline Point gain: +2%

Resolve

Reduces Adrenaline point loss by 33% when taking damage.

Adrenaline Point gain: +1%

Arrow Deflection

You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing 50% additional damage. It has a 30% chance to instantly kill the target.

Adrenaline Point gain: +2%

Razor Focus

Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 20%.

Adrenaline Point gain: +2%

Rend

Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 10% per point upon hitting an enemy.

Adrenaline Point gain: +1%

Deadly Precision

All attacks have a chance to make the next Strong Attack instantly kill an enemy. Enemies immune to this effect generate 0.1 Adrenaline instead.

Adrenaline Point gain: +1%

Fleet-Footed

Reduces damage received while dodging by 33%.

Adrenaline Point gain: +1%

Whirl

A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline.

Adrenaline Point gain: +1%

Crippling Strike

Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 20%.

Adrenaline Point gain: +2%

add Combat skills
Signs
20 pts
Far-Reaching Aard

Increases Aard range by 1 yard(s).

Stamina regeneration in combat: +0.5/s

Melt Armor

Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 20%.

Stamina regeneration in combat: +1/s

Sustained Glyphs

Increases Sign duration by 10 seconds and area of effect by 20%. Increases the number of alternate mode charges by 4 and number of standard mode traps by 2.

Stamina regeneration in combat: +1/s

Exploding Shield

Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.

Stamina regeneration in combat: +1/s

Delusion

Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.

Stamina regeneration in combat: +0.5/s

Aard Sweep

Alternate Sign mode: Aard strikes down all opponents within a certain radius. Reduces knock-down chance by 21%.

Stamina regeneration in combat: +0.5/s

Firestream

Emits a continuous stream of fire that damages enemies. Reduces Stamina cost by 25%.

Stamina regeneration in combat: +1/s

Magic Trap

Releases a magic discharge that damages and slows enemies within a 14-yard radius.

Stamina regeneration in combat: +0.5/s

Active Shield

Creates an active shield. Maintaining and blocking with it does not drain Stamina. Damage absorbed by the shield restores Vitality.

Stamina regeneration in combat: +1.5/s

Shockwave

Increases damage dealt by Aard by 1% of current Vitality.

Stamina regeneration in combat: +0.5/s

Catalyst

Increases Aard and Igni intensity by 30% against enemies inside Yrden.

Stamina regeneration in combat: +0.5/s

Focus

Adrenaline increases Sign intensity by 10% per Adrenaline point.

Stamina regeneration in combat: +0.5/s

Aftershock

Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.

Stamina regeneration in combat: +0.5/s

Resonance

After casting a Sign, the next three melee attacks deal additional damage equal to 10% Sign intensity.

Stamina regeneration in combat: +0.5/s

add Signs skills
Alchemy
12 pts
Refreshment

Each potion dose heals 10% Vitality.

Potion duration time and bomb damage: +2%

Efficiency

Increases the maximum number of bombs in each slot by 2.

Potion duration time and bomb damage: +4%

Frenzy

If potion Toxicity is greater than 1, time automatically slows by 10% when the enemy is about to perform a counterattack.

Potion duration time and bomb damage: +4%

Hunter Instinct

When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 20% if the correct oil is applied.

Potion duration time and bomb damage: +2%

Acquired Tolerance

Every learned alchemical recipe increases maximum Toxicity by 2.

Potion duration time and bomb damage: +4%

The stats assume every alchemy recipe is known.
Tissue Transmutation

Decoctions increase maximum Vitality by 300 for the decoction's effective duration.

Potion duration time and bomb damage: +2%

Delayed Recovery

When Toxicity is above 70%, each consumed potion increases the duration of active potions' effects by 5 seconds, up to their maximum duration.

Potion duration time and bomb damage: +2%

High Tolerance

While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 67% of current Toxicity.

Potion duration time and bomb damage: +4%

add Alchemy skills
General
7 pts
Cat School Techniques

Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.

Vitality gain: +3%

Wolf School Techniques

Each piece of Medium Armor increases weapon damage by 2% and Sign intensity by 2%.

Vitality gain: +1%

Griffin School Techniques

Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.

Vitality gain: +3%

add General skills
Skill points
In skills
58
In mutations
0
Total spent
58
Bonus points (up to 32)
One playthrough gives 32: 29 Places of Power, 2 from Imlerith's acorn and 1 from the golden egg. Set how many you have collected: they lower the level the build needs.
0
0
0

Loadout

Mutagen
Group 1
0/3
2 pts
4 pts
Mutagen
Group 2
0/3
6 pts
8 pts
10 pts
Mutagen
Group 3
0/3
12 pts
15 pts
18 pts
Mutagen
Group 4
0/3
22 pts
26 pts
30 pts
N pts: the ability points the build must have acquired for that slot to work. Filling the slot raises the build's level to the one that has them.
Mutagen bonuses
Add learned skills to a group and slot its mutagen: the mutagen's bonus grows with every skill of its colour in the group.

Mutations

0
Researched 0
research
Active mutation
research a mutation
Strengthened Synapses
0/0
2 mutations
4 mutations
8 mutations
12 mutations
Research
Researched
0/ 12
Active
none
Skill points
0
Greater mutagens
000

Gear

Sword figures apply your attack power and crit. Sockets take runestones and glyphs; three take a runeword or glyphword.
Steel sword
Silver sword
Crossbow
Chest armor
Gauntlets
Trousers
Boots
Mask
Set bonuses
Set-bonus pieces count: Grandmaster witcher gear and every Manticore, Tesham Mutna and Hen Gaidth piece, the vampire masks included. Three pieces of a set open its first bonus, six the second.

Alchemy

Potions
potion
Decoctions
decoction
Toxicity
Toxicity
0 / 100
100 freedamage above 50
Character state
A sword's own stat lines, runestones and random effects count only while it is drawn. Pick the sword in hand to see them in the character stats.
Steel sword drawn
Fighting humans and beasts
Silver sword drawn
Fighting monsters
Character stats
Character
Vitality
5925
Toxicity
100
Stamina
100
Adrenaline points
3
Carry weight
60
Combat
Bonus damage
77
Critical hit chance
5%
Critical hit damage
25%
Stamina regen in combat
10/s
Signs
Sign intensity
28.1%
Defense
Vitality regen
1/s
Vitality regen in combat
1/s
Poison resistance
25%
Bleeding resistance
25%
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